Fix scaling post-shaders on OpenGL. See #9742

This commit is contained in:
Henrik Rydgård committed 2017-05-31 13:57:57 +02:00
1 parent 33d4f8c7ad
commit cb9b63e75a
3 files changed
+1 -12

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+1
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@@ -1022,6 +1022,7 @@ void FramebufferManagerCommon::CopyDisplayToOutput() {
}*/
} else {
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
draw_->BindFramebufferAsTexture(vfb->fbo, 0, Draw::FB_COLOR_BIT, 0);
draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_);
// We are doing the DrawActiveTexture call directly to the backbuffer here. Hence, we must
// flip V.
-4
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@@ -197,10 +197,6 @@ void FramebufferManagerVulkan::NotifyClear(bool clearColor, bool clearAlpha, boo
//}
}
void FramebufferManagerVulkan::DoNotifyDraw() {
}
void FramebufferManagerVulkan::UpdatePostShaderUniforms(int bufferWidth, int bufferHeight, int renderWidth, int renderHeight) {
float u_delta = 1.0f / renderWidth;
float v_delta = 1.0f / renderHeight;
-8
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@@ -106,17 +106,9 @@ public:
virtual void RebindFramebuffer() override;
VkImageView BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags);
// VulkanFBO *GetTempFBO(u16 w, u16 h, VulkanFBOColorDepth depth = VK_FBO_8888);
// Pass management
// void BeginPassClear()
// If within a render pass, this will just issue a regular clear. If beginning a new render pass,
// do that.
void NotifyClear(bool clearColor, bool clearAlpha, bool clearDepth, uint32_t color, float depth);
void NotifyDraw() {
DoNotifyDraw();
}
protected:
void Bind2DShader() override;